item메니저 작업 50%완료
This commit is contained in:
parent
e7f121a2d6
commit
516c777c23
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@ -2593,7 +2593,7 @@ RectTransform:
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 30}
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m_Pivot: {x: 0, y: 1}
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--- !u!114 &210720351
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MonoBehaviour:
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@ -15005,7 +15005,6 @@ GameObject:
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m_Component:
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- component: {fileID: 1425425574}
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- component: {fileID: 1425425576}
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- component: {fileID: 1425425575}
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m_Layer: 0
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m_Name: Camera (1)
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m_TagString: Untagged
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@ -15028,20 +15027,6 @@ Transform:
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m_Children: []
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m_Father: {fileID: 1205412847}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &1425425575
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1425425573}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: f97d481d44cb90a469c35682cc60c385, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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goldText: []
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cashText: []
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--- !u!20 &1425425576
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Camera:
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m_ObjectHideFlags: 0
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@ -17046,7 +17031,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!224 &1647398731
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RectTransform:
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m_ObjectHideFlags: 0
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@ -98,7 +98,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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{
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ButtonStatus();
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onItemPrefabList.Clear();
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foreach (var item in Statics.equipment)
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foreach (var item in Statics.itemManager.box.equipment)
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{
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//장착된 아이템 스킵
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if (item.equip_unit != 0)
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@ -110,10 +110,10 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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onItemPrefabList.Add(prefab);
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}
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foreach (var item in Statics.deckUnit)
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foreach (var item in Statics.itemManager.box.deckUnitInfo)
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{
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UnitPrefab prefab = unitPrefabList.pop();
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prefab.SetData(item.Value);
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prefab.SetData(item);
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prefab.gameObject.SetActive(true);
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onUnitPrefabList.Add(prefab);
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}
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@ -189,7 +189,7 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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criticalDamage.text = "50%";
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damageReduction.text = "0%";
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int index = -1;
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Equipment index = null;
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if (deckUnitInfo.equip0_id == 0)
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{
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@ -198,14 +198,14 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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else
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{
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equipItems[0].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip0_id));
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if (index == -1)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip0_id);
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if (index == null)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[0].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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equipItems[0].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[index.equipment_data_id].name];
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}
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if (deckUnitInfo.equip1_id == 0)
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{
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@ -214,14 +214,14 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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else
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{
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equipItems[1].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip1_id));
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if (index == -1)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip1_id);
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if (index == null)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[1].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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equipItems[1].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[index.equipment_data_id].name];
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}
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if (deckUnitInfo.equip2_id == 0)
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{
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@ -230,14 +230,14 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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else
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{
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equipItems[2].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip2_id));
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if(index == -1)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip2_id);
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if (index == null)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[2].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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equipItems[2].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[index.equipment_data_id].name];
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}
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if (deckUnitInfo.equip3_id == 0)
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{
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@ -246,14 +246,14 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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else
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{
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equipItems[3].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip3_id));
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if (index == -1)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip3_id);
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if (index == null)
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{
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Debug.LogError("notData : " + deckUnitInfo.equip3_id);
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[3].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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equipItems[3].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[index.equipment_data_id].name];
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}
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if (deckUnitInfo.equip4_id == 0)
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{
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@ -262,14 +262,14 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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else
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{
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equipItems[4].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip4_id));
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if (index == -1)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip4_id);
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if (index == null)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[4].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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equipItems[4].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[index.equipment_data_id].name];
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}
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if (deckUnitInfo.equip5_id == 0)
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{
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@ -278,14 +278,14 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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else
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{
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equipItems[5].color = Color.white;
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index = Statics.equipment.FindIndex(n => (n.id == deckUnitInfo.equip5_id));
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if (index == -1)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip5_id);
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if (index == null)
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{
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Debug.LogError("notData");
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equipItems[2].color = Color.clear;
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}
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else
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equipItems[5].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[Statics.equipment[index].equipment_data_id].name];
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equipItems[5].sprite = Statics.stringIcons[Statics.excelDatas.equipmentData[index.equipment_data_id].name];
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}
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@ -319,43 +319,33 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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public void ItemSet(ePart part)
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{
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Equipment equipment;
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int index = -1;
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switch (part)
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{
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case ePart.Weapon:
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if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip0_id)) != -1)
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equipment = Statics.equipment[index];
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else return;
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equipment = Statics.itemManager.box.FindEquipment(selectUnit.equip0_id);
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break;
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case ePart.Armor:
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if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip1_id)) != -1)
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equipment = Statics.equipment[index];
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else return;
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equipment = Statics.itemManager.box.FindEquipment(selectUnit.equip1_id);
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break;
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case ePart.Gloves:
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if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip2_id)) != -1)
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equipment = Statics.equipment[index];
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else return;
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equipment = Statics.itemManager.box.FindEquipment(selectUnit.equip2_id);
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break;
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case ePart.Headpiece:
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if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip3_id)) != -1)
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equipment = Statics.equipment[index];
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else return;
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equipment = Statics.itemManager.box.FindEquipment(selectUnit.equip3_id);
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break;
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case ePart.Shield:
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if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip4_id)) != -1)
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equipment = Statics.equipment[index];
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else return;
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equipment = Statics.itemManager.box.FindEquipment(selectUnit.equip4_id);
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break;
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case ePart.Ring:
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if ((index = Statics.equipment.FindIndex(n => n.id == selectUnit.equip5_id)) != -1)
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equipment = Statics.equipment[index];
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else return;
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equipment = Statics.itemManager.box.FindEquipment(selectUnit.equip5_id);
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break;
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default:
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Debug.LogError("Not Data");
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return;
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}
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if (equipment == null)
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return;
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EquipmentData equipmentData = Statics.excelDatas.equipmentData[equipment.equipment_data_id];
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this.selectItem = equipment;
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@ -477,18 +467,9 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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EquipChangeResp request = new EquipChangeResp();
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request.Request((data) =>
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{
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//½Å±Ô Á¤º¸·Î µ¥ÀÌÅÍ ±³Ã¼
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for(int n = 0; n < Statics.equipment.Count; n++)
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{
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if (Statics.equipment[n].id == data.equipment.id)
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{
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Statics.equipment[n] = data.equipment;
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break;
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}
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}
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Statics.itemManager.box.UpdateEquipment(data.equipment);
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Statics.deckUnit.Remove(data.deck_unit_info.id);
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Statics.deckUnit.Add(data.deck_unit_info.id, data.deck_unit_info);
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Statics.itemManager.box.UpdateDeckUnitInfo(data.deck_unit_info);
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//세팅되어있는 데이터 수정
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selectUnitPrefab.SetData(data.deck_unit_info);
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@ -518,14 +499,8 @@ public class UnitSetUiCtrl : SingletonMonoBehaviour<UnitSetUiCtrl>
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//추가 데이터 처리
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if (data.change_equipment != null)
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{
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for (int n = 0; n < Statics.equipment.Count; n++)
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{
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if (Statics.equipment[n].id == data.change_equipment.id)
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{
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Statics.equipment[n] = data.change_equipment;
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break;
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}
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}
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Statics.itemManager.box.UpdateEquipment(data.change_equipment);
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//이곳은 장착 해제 여부밖에 나올수 없어 이렇게 작업됨.
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EquipmentItemPrefab prefab = itemPrefabList.pop();
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prefab.SetData(data.change_equipment);
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@ -46,11 +46,11 @@ public class UnitInfo
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public void DeckUnitInfoSet()
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{
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foreach (var item in Statics.deckUnit)
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foreach (var item in Statics.itemManager.box.deckUnitInfo)
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{
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if (item.Value.unit_data_id == _id)
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if (item.unit_data_id == _id)
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{
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this.deckUnitInfo = item.Value;
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this.deckUnitInfo = item;
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}
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}
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if (this.deckUnitInfo == null)
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@ -59,15 +59,14 @@ public class UnitInfo
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return;
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}
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int index = -1;
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Equipment index = null;
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if (this.deckUnitInfo.equip0_id != 0)//무기
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip0_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip0_id);
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EquipmentData eqd = Statics.excelDatas.equipmentData[index.equipment_data_id];
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switch (index.rand_stats)
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{
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case 1: //공격력
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_attack += eqd.stats1;
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@ -82,10 +81,9 @@ public class UnitInfo
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if (this.deckUnitInfo.equip1_id != 0)//갑옷
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip1_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip1_id);
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EquipmentData eqd = Statics.excelDatas.equipmentData[index.equipment_data_id];
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switch (index.rand_stats)
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{
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case 1: //방어력
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_defense += eqd.stats1;
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@ -101,10 +99,9 @@ public class UnitInfo
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if (this.deckUnitInfo.equip2_id != 0)//장갑
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip2_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip2_id);
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EquipmentData eqd = Statics.excelDatas.equipmentData[index.equipment_data_id];
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switch (index.rand_stats)
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{
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case 1: //이동속도
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_moveSpeed += eqd.stats1;
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@ -121,10 +118,9 @@ public class UnitInfo
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if (this.deckUnitInfo.equip3_id != 0)//투구
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip3_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip3_id);
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EquipmentData eqd = Statics.excelDatas.equipmentData[index.equipment_data_id];
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switch (index.rand_stats)
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{
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case 1: //공격력
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_attack += eqd.stats1;
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@ -140,10 +136,9 @@ public class UnitInfo
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if (this.deckUnitInfo.equip4_id != 0)//방패
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip4_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip4_id);
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EquipmentData eqd = Statics.excelDatas.equipmentData[index.equipment_data_id];
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switch (index.rand_stats)
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{
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case 1: //방어력
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_defense += eqd.stats1;
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@ -159,10 +154,9 @@ public class UnitInfo
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if (this.deckUnitInfo.equip5_id != 0)//반지
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{
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//장착에 대한 시스템 작성
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index = Statics.equipment.FindIndex(n => n.id == deckUnitInfo.equip5_id);
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Equipment eq = Statics.equipment[index];
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EquipmentData eqd = Statics.excelDatas.equipmentData[eq.equipment_data_id];
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switch (eq.rand_stats)
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index = Statics.itemManager.box.FindEquipment(deckUnitInfo.equip5_id);
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EquipmentData eqd = Statics.excelDatas.equipmentData[index.equipment_data_id];
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switch (index.rand_stats)
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{
|
||||
case 1: //치명타확률
|
||||
break;
|
||||
|
|
|
|||
|
|
@ -122,17 +122,13 @@ public class MainCtrl : MonoBehaviour
|
|||
{
|
||||
PlayerPrefs.SetString("uuid", data.uuid);
|
||||
Statics.uuid = data.uuid;
|
||||
List<DeckUnitInfo> units = data.deck_unit.OrderBy(n => n.unit_data_id).ToList();
|
||||
Statics.deck_info = data.deck_info.OrderBy(n => n.id).ToList();
|
||||
Statics.equipment = data.equipment.OrderBy(n => n.equipment_data_id).ToList();
|
||||
//유닛정보 Set
|
||||
foreach (DeckUnitInfo item in units)
|
||||
Statics.deckUnit.Add(item.id, item);
|
||||
|
||||
//다이나믹 데이터 Set
|
||||
foreach (var item in data.dynamic_data)
|
||||
Statics.dynamic.Add(item.name, item.value);
|
||||
|
||||
Statics.itemManager = new ItemManager(data.deck_unit, data.equipment, data.consumableItem, data.etcItem);
|
||||
|
||||
Statics.nickname = data.nickname;
|
||||
Statics.gold = data.gold;
|
||||
Statics.cash = data.cash;
|
||||
|
|
|
|||
|
|
@ -44,15 +44,15 @@ public class PlayCtrl : SingletonMonoBehaviour<PlayCtrl>
|
|||
isEndGame = false;
|
||||
delay = 0.0f;
|
||||
units = new UnitCtrl[9];
|
||||
units[0] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit0_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[1] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit1_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[2] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit2_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[3] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit3_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[4] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit4_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[5] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit5_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[6] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit6_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[7] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit7_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[8] = Statics.longUnits[Statics.deckUnit[Statics.deck_info[0].deck_unit8_id].unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[0] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit0_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[1] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit1_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[2] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit2_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[3] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit3_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[4] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit4_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[5] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit5_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[6] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit6_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[7] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit7_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
units[8] = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(Statics.deck_info[0].deck_unit8_id).unit_data_id].GetComponent<UnitCtrl>();
|
||||
for (int n = 0; n < unitSpriteButton.Length; n++)
|
||||
{
|
||||
unitSpriteButton[n].sprite = units[n].unitSprite;
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ public class DeckPrefab : MonoBehaviour
|
|||
}
|
||||
else
|
||||
{
|
||||
img.sprite = Statics.longUnits[Statics.deckUnit[unit_id].unit_data_id].GetComponent<UnitCtrl>().unitSprite;
|
||||
img.sprite = Statics.longUnits[Statics.itemManager.box.FindDeckUnitInfo(unit_id).unit_data_id].GetComponent<UnitCtrl>().unitSprite;
|
||||
img.color = Color.white;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,35 +1,5 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ShopType1itemPrefab : MonoBehaviour
|
||||
public class ShopType1itemPrefab : ShopTypeitemPrefab
|
||||
{
|
||||
//추상화 시킬것
|
||||
[SerializeField] Image img;
|
||||
[SerializeField] TMP_Text pay;
|
||||
|
||||
ShopItemData shopItemData;
|
||||
|
||||
public void Set(ShopItemData shopItemData)
|
||||
{
|
||||
//img.sprite = null;
|
||||
//골드인지 다른아이탬인지 구분 가능하게 만들것.
|
||||
pay.text = "₩" + shopItemData.buy.ToString();
|
||||
this.shopItemData = shopItemData;
|
||||
}
|
||||
|
||||
public void BuyItemButton()
|
||||
{
|
||||
BuyShopItemResp resp = new BuyShopItemResp();
|
||||
resp.Request((data) =>
|
||||
{
|
||||
Debug.Log("아이템 구매 성공");
|
||||
Statics.gold = data.gold;
|
||||
Statics.cash = data.cash;
|
||||
GameCtrl.Instance.MoneyUpdate();
|
||||
}, shopItemData.index);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,33 +2,14 @@ using TMPro;
|
|||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ShopType2itemPrefab : MonoBehaviour
|
||||
public class ShopType2itemPrefab : ShopTypeitemPrefab
|
||||
{
|
||||
//추상화 시킬것
|
||||
[SerializeField] Image img;
|
||||
[SerializeField] TMP_Text pay;
|
||||
[SerializeField] TMP_Text name;
|
||||
|
||||
ShopItemData shopItemData;
|
||||
public void Set(ShopItemData shopItemData)
|
||||
|
||||
protected override void OnSet(ShopItemData shopItemData)
|
||||
{
|
||||
//img.sprite = null;
|
||||
//골드인지 다른아이탬인지 구분 가능하게 만들것.
|
||||
name.text = shopItemData.name;
|
||||
pay.text = "₩" + shopItemData.buy.ToString();
|
||||
|
||||
this.shopItemData = shopItemData;
|
||||
}
|
||||
|
||||
public void BuyItemButton()
|
||||
{
|
||||
BuyShopItemResp resp = new BuyShopItemResp();
|
||||
resp.Request((data) =>
|
||||
{
|
||||
Debug.Log("아이템 구매 성공");
|
||||
Statics.gold = data.gold;
|
||||
Statics.cash = data.cash;
|
||||
GameCtrl.Instance.MoneyUpdate();
|
||||
}, shopItemData.index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class ShopTypeitemPrefab : MonoBehaviour
|
||||
{
|
||||
[SerializeField] Image img;
|
||||
[SerializeField] TMP_Text pay;
|
||||
|
||||
ShopItemData shopItemData;
|
||||
|
||||
public void Set(ShopItemData shopItemData)
|
||||
{
|
||||
this.shopItemData = shopItemData;
|
||||
pay.text = "£Ü" + shopItemData.buy.ToString();
|
||||
OnSet(shopItemData);
|
||||
}
|
||||
|
||||
virtual protected void OnSet(ShopItemData shopItemData)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void BuyItemButton()
|
||||
{
|
||||
BuyShopItemResp resp = new BuyShopItemResp();
|
||||
resp.Request((data) =>
|
||||
{
|
||||
Debug.Log("¾ÆÀÌÅÛ ±¸¸Å ¼º°ø");
|
||||
Statics.gold = data.gold;
|
||||
Statics.cash = data.cash;
|
||||
GameCtrl.Instance.MoneyUpdate();
|
||||
}, shopItemData.index);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: c99084a4c030b0c4da4cdc38b388016a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -217,6 +217,18 @@ public class DeckUnitInfo
|
|||
public long equip5_id { get; set; }
|
||||
public int level { get; set; }
|
||||
public long exp { get; set; }
|
||||
|
||||
public void Update(DeckUnitInfo item)
|
||||
{
|
||||
this.equip0_id = item.equip0_id;
|
||||
this.equip1_id = item.equip1_id;
|
||||
this.equip2_id = item.equip2_id;
|
||||
this.equip3_id = item.equip3_id;
|
||||
this.equip4_id = item.equip4_id;
|
||||
this.equip5_id = item.equip5_id;
|
||||
this.level = item.level;
|
||||
this.exp = item.exp;
|
||||
}
|
||||
}
|
||||
|
||||
public class Equipment
|
||||
|
|
@ -225,6 +237,11 @@ public class Equipment
|
|||
public long equip_unit { get; set; }
|
||||
public int rand_stats { get; set; }
|
||||
public long equipment_data_id { get; set; }
|
||||
public void Update(Equipment item)
|
||||
{
|
||||
this.equip_unit = item.equip_unit;
|
||||
//this.rand_stats = item.rand_stats;
|
||||
}
|
||||
}
|
||||
|
||||
public class DeckInfo
|
||||
|
|
|
|||
|
|
@ -0,0 +1,68 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
public class ItemManager
|
||||
{
|
||||
public ItemBox box;
|
||||
public ItemManager(List<DeckUnitInfo> deckUnitInfo, List<Equipment> equipment, List<ConsumableItem> consumableItem, List<EtcItem> etcItem)
|
||||
{
|
||||
box = new ItemBox(deckUnitInfo, equipment, consumableItem, etcItem);
|
||||
}
|
||||
}
|
||||
public class ItemBox
|
||||
{
|
||||
List<DeckUnitInfo> _deckUnitInfo;
|
||||
public List<DeckUnitInfo> deckUnitInfo { get { return _deckUnitInfo; } }
|
||||
List<Equipment> _equipment;
|
||||
public List<Equipment> equipment { get { return _equipment; } }
|
||||
List<ConsumableItem> _consumableItem;
|
||||
public List<ConsumableItem> consumableItem { get { return _consumableItem; } }
|
||||
List<EtcItem> _etcItem;
|
||||
public List<EtcItem> etcItem { get { return _etcItem; } }
|
||||
public ItemBox(List<DeckUnitInfo> deckUnitInfo, List<Equipment> equipment, List<ConsumableItem> consumableItem, List<EtcItem> etcItem)
|
||||
{
|
||||
if (deckUnitInfo == null)
|
||||
_deckUnitInfo = new List<DeckUnitInfo>();
|
||||
else
|
||||
_deckUnitInfo = deckUnitInfo.OrderBy(n => n.unit_data_id).ToList();
|
||||
|
||||
if (equipment == null)
|
||||
_equipment = new List<Equipment>();
|
||||
else
|
||||
_equipment = equipment.OrderBy(n => n.id).ToList();
|
||||
|
||||
if (consumableItem == null)
|
||||
_consumableItem = new List<ConsumableItem>();
|
||||
else
|
||||
_consumableItem = consumableItem.OrderBy(n => n.id).ToList();
|
||||
|
||||
if (etcItem == null)
|
||||
_etcItem = new List<EtcItem>();
|
||||
else
|
||||
_etcItem = etcItem.OrderBy(n => n.id).ToList();
|
||||
}
|
||||
|
||||
public DeckUnitInfo FindDeckUnitInfo(long id)
|
||||
{
|
||||
return _deckUnitInfo.Find(n => n.id == id);
|
||||
}
|
||||
public int FindIndexDeckUnitInfo(long unit_data_id)
|
||||
{
|
||||
return _deckUnitInfo.FindIndex(n => n.unit_data_id == unit_data_id);
|
||||
}
|
||||
|
||||
public Equipment FindEquipment(long id)
|
||||
{
|
||||
return _equipment.Find(n => n.id == id);
|
||||
}
|
||||
|
||||
public void UpdateDeckUnitInfo(DeckUnitInfo item)
|
||||
{
|
||||
FindDeckUnitInfo(item.id).Update(item);
|
||||
}
|
||||
|
||||
public void UpdateEquipment(Equipment item)
|
||||
{
|
||||
FindEquipment(item.id).Update(item);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 684784a96ae48354f9acf30f4d4bb237
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -17,7 +17,7 @@ public class SingletonMonoBehaviour<T> : MonoBehaviour where T : SingletonMonoBe
|
|||
{
|
||||
Debug.Log("1개이상의 싱글턴이 존재합니다" + gameObject.name);
|
||||
Debug.Log("같은 함수가 들어간 싱글턴을 제거해 주세요");
|
||||
Destroy(gameObject);
|
||||
//Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -23,17 +23,15 @@ public class Statics
|
|||
//서버에서 내려주는 데이터들
|
||||
public static string uuid;
|
||||
public static Dictionary<string, string> dynamic = new Dictionary<string, string>();
|
||||
public static Dictionary<long, DeckUnitInfo> deckUnit = new Dictionary<long, DeckUnitInfo>();
|
||||
|
||||
//유저 기본 정보
|
||||
public static string nickname;
|
||||
public static ulong gold;
|
||||
public static ulong cash;
|
||||
public static ItemManager itemManager;
|
||||
//유저가 세팅한 덱 정보
|
||||
public static List<DeckInfo> deck_info;
|
||||
|
||||
public static List<Equipment> equipment;
|
||||
|
||||
//유저가 플레이한 쳅터 정보
|
||||
public static int chapter;
|
||||
}
|
||||
|
|
|
|||
Loading…
Reference in New Issue